Agent Skills: RealityKit Rendering Materials

Implement and debug RealityKit rendering, materials, lighting, cameras, visual effects, post-processing, render cost controls, Gaussian splats, decals, lightmaps, probes, LOD, and occlusion on visionOS 27. Use when a RealityKit task is primarily about visual appearance, mesh/material display, lights, shadows, tone mapping, bloom, camera projection, rendering performance, or choosing rendering components instead of animation, audio, interaction, or custom ECS behavior.

UncategorizedID: tomkrikorian/visionOSAgents/realitykit-rendering-materials

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pnpm dlx add-skill https://github.com/tomkrikorian/visionOSAgents/tree/HEAD/skills/realitykit-rendering-materials

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skills/realitykit-rendering-materials/SKILL.md

Skill Metadata

Name
realitykit-rendering-materials
Description
Implement and debug RealityKit rendering, materials, lighting, cameras, visual effects, post-processing, render cost controls, Gaussian splats, decals, lightmaps, probes, LOD, and occlusion on visionOS 27. Use when a RealityKit task is primarily about visual appearance, mesh/material display, lights, shadows, tone mapping, bloom, camera projection, rendering performance, or choosing rendering components instead of animation, audio, interaction, or custom ECS behavior.

RealityKit Rendering Materials

Quick Start

  1. Confirm the issue is visual: mesh display, material assignment, camera projection, lighting, shadows, post-processing, splats, decals, LOD, occlusion, or probes.
  2. Load the narrowest rendering reference that matches the feature.
  3. Route ShaderGraph or USDA material graph editing to shadergraph-editor.
  4. Route local USD stage rendering through realitykit-visionos-developer; route USD authoring to usd-editor.
  5. Validate on device or simulator with concrete visual checks, because many rendering issues are asset-, lighting-, or hardware-dependent.

Load References When

| Reference | When to Use | |---|---| | references/modelcomponent.md | Render meshes and assign RealityKit materials. | | references/modeldebugoptionscomponent.md | Inspect or debug model rendering output. | | references/meshinstancescomponent.md | Reuse mesh instances efficiently. | | references/modelsortgroupcomponent.md | Control model sorting for transparent or layered content. | | references/opacitycomponent.md | Control entity opacity. | | references/adaptiveresolutioncomponent.md | Manage adaptive resolution. | | references/levelofdetailcomponent.md | Select content by distance or detail tier. | | references/occlusioncullingcomponent.md | Reduce render work for hidden content. | | references/gaussiansplatcomponent.md | Render Gaussian splat captures. | | references/physicallybaseddecalcomponent.md | Project physically based decals onto geometry. | | references/clippingcomponent.md | Clip rendered geometry against bounds. | | references/tonemappingcomponent.md and references/bloomcomponent.md | Tune tone mapping and bloom post-processing. | | references/pointlightcomponent.md, references/directionallightcomponent.md, references/spotlightcomponent.md | Add or debug direct lights. | | references/imagebasedlightcomponent.md and references/imagebasedlightreceivercomponent.md | Configure image-based lighting and receivers. | | references/groundingshadowcomponent.md, references/dynamiclightshadowcomponent.md, references/render-layers-and-shadows.md | Tune grounding shadows, dynamic shadows, render layers, and per-light masks. | | references/environmentlightingconfigurationcomponent.md, references/virtualenvironmentprobecomponent.md, references/lightmaps-and-probes.md | Configure environment lighting, virtual probes, baked lightmaps, and diffuse probes. | | references/perspectivecameracomponent.md, references/orthographiccameracomponent.md, references/projectivetransformcameracomponent.md | Work with RealityKit cameras and projection. |

Cross-Routing

  • Use realitykit-visionos-developer for entity loading, input, attachments, anchoring, portals, synchronization, and local USDStageComponent.
  • Use realitykit-animation-physics when the visual issue is caused by animation, blendshape, particle, cloth, collision, or physics state.
  • Use realitykit-ecs-systems when rendering state is driven by a custom component or per-frame system.
  • Use shadergraph-editor for material graph source edits.

Guardrails

  • Treat visionOS 27 rendering additions as beta API; re-verify symbols against the installed SDK before shipping.
  • Keep expensive material, mesh, and texture loading asynchronous.
  • Validate visual changes with screenshots or simulator/device inspection when possible.
  • Prefer documented RealityKit components before custom draw or update logic.

Output Expectations

Provide:

  • the rendering category
  • which rendering reference files were used
  • the chosen component or asset path
  • the visual/performance constraint
  • the next screenshot, simulator, or device validation step